OpenGL ES Intro

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What is
?
 Open Graphics Library
 A cross-language, multi-platform API for rendering 2D




and 3D computer graphics.
The API is used to interact with a Graphics Processing
Unit (GPU)
Achieve hardware-accelerated rendering.
OpenGL was developed by Silicon Graphics Inc.
For more information:
http://en.wikipedia.org/wiki/OpenGL
What is
?
 An application interface to access GPU.
What can
do??
 Draw points, lines, and polygons.
OpenGL.org
Lambertian reflection
Diffuse and specular reflection from a glossy surface, e.g. polished marble.
What can
do?
 Add lighting effect in the scene.

Ambient light: gross approximation of light, which produces
constant illumination on all surface.
OpenGL.org
What can
do?
 Add lighting effect in the scene.

Diffuse light: reflection of light from a surface that is
reflected at many angles rather than at just one angle.
OpenGL.org
What can
do?
 Add lighting effect in the scene.

Specular light: mirror-like reflection of light from a surface
with a single outgoing direction.
OpenGL.org
What can
do??
 With different lighting parameters for an object, the
object have different appearances.
No
Ambient
Gray
Ambient
Blue
Ambient
Diffuse
Only
Specular
Higher Emission
Shininess
CG course in NCTU
What can
do?
 Map textures to the surface of an object.
CG course in NCTU
function pipeline
 Before OpenGL 2.0
Triangles/Lines/Points
API
Primitive
Processing
Vertices
Vertex
Buffer
Objects
Alpha
Test
Transform
and
Lighting
Primitive
Assembly
Rasterizer
Texture
Environment
Colour
Sum
Fog
Depth
Stencil
Colour
Buffer
Blend
Dither
Frame
Buffer
Primitive Assembly
 Primitives are broken down into individual points,
lines, and triangles.
 For example, triangle strip to be rendered. Then the
triangle strip is converted into triangles.
Fixed function pipeline
 Transformation & lighting
 Model, view, projection transformation
 Lighting computation
 Texture Environment
 Texture coordinate computation
 Colour Sum
 Fog
 Alpha Test
 For the transparent object in the scene
function pipeline
 ES2.0 Programming Pipeline
Triangles/Lines/Points
API
Primitive
Processing
Vertices
Vertex
Shader
Vertex
Buffer
Objects
Primitive
Assembly
Rasterizer
Fragment
Shader
Depth
Stencil
Colour
Buffer
Blend
Dither
Frame
Buffer
OpenGL.org
Programmable function pipeline
 Vertex Shader
 Handle Transformation & lighting part in fixed
pipeline.
 Fragment Shader
 Handle the following parts in fixed pipeline




Texture Environment
Colour Sum
Fog
Alpha Test
Additional Information
 OpenGL (Open Graphics Library)
 For more information:


http://www.opengl.org/
Book: Donald D. Hearn, M. Pauline Baker, “Computer
Graphics with OpenGL”, 3/E, Prentice Hall, 2004
What is
??
 OpenGL ES ( OpenGL for Embedded System )
 A subset of the OpenGL application programming interface
(API)
 Designed for embedded systems

mobile phones, Personal Digital Assistant(PDAs), and video game
consoles.
 Lightweight interface
 Differences from OpenGL
 Programmers need to compute projection matrix & transformation
matrix.
 No glBegin() and glEnd(). No GL_QUADS and GL_POLYGONS.
 Vertex information are attributes.
 For more information:
http://en.wikipedia.org/wiki/OpenGL_ES
What can
do ?
 OpenGL ES
 Draw points, lines, triangles.
 Render meshes with textures and lighting effects, etc.
Draw polygons
Put a light in the scene
Texturing the objects
function pipeline
 In OpenGL ES 1.0/1.1
 Use fixed function pipeline
 In OpenGL ES 2.0
 Use programmable function pipeline
Additional Information
 OpenGL ES
 For more information:



http://www.khronos.org/opengles/
Android OpenGL ES lessons
http://developer.android.com/training/graphics/opengl/inde
x.html
Learn OpenGL ES http://www.learnopengles.com/
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